Path of the Mundane Maker (5e Subclass)

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Mundane Maker[edit]

Barbarian Subclass Disclaimer: this subclass is specifically made for the 2014 version of 5e because of the amount of rages they get access to.

Punching out the teeth of their enemies to stop them from speaking correctly, or sticking their fingers in someone's eyes to stop them from aiming. A mundane maker has many ways to stop their foes from fighting back to the best of their ability, especially if those foes are spellcasters. They are just as likely to run head first through a Wall of Force as they are to grab their foes by the arm, stopping them from attacking anyone within their reach. Any Barbarian following this path has envy, a grudge, a conviction or any other reason to hamper their enemies' abilities while protecting their allies from harm.


Fighting dirty

At 3rd level when you start this path, you learn ways to make more precise attacks without sacrificing their potency. When a feature of this subclass calls for a saving throw, the save DC is 8 + your proficiency bonus + your Strength modifier. Once a turn, when you hit an enemy with an attack you can choose one trick to add on to the attack.

Teeth ripper: On a failed Constitution saving throw they lose one or many teeth, preventing them from speaking properly until they finish a long rest or get magical healing equal to or greater than the damage of the triggering attack. If a creature can't speak properly they are unable to perform the verbal components of spells or issue verbal commands.

Skull shaker: If this attack triggers a saving throw to maintain Concentration, the creature gets a penalty to that saving throw equal to your Strength modifier.

Also at 3rd level whenever you grapple a creature you also pin one of their arms, preventing them from using that arm for somatic components of spells or weapon attacks.

Hatred of Magic

Also at 3rd level, your rage does not end early if you notice the effect of a spell or see a creature casting a spell.


Fighting dirtier

You have been fighting

Musclebrained

Additionally at 6th level you now add your Strength modifier to your Wisdom, Charisma and Intelligence saving throws.


Unbridled Destruction

At 10th level you have gained such willpower and hatred of magic that you can destroy magical effects by simply punching them really hard. To you, magical effects are considered Objects with an AC of 10 + the spell level and HP equal to the spell level * 10. If the spell is affecting a Creature you can choose for the magical effect to be the target of your attack instead of that creature, in that case the spell's AC is the same as the creature's minus any bonuses from the spell itself.

Also at this level, you deal double damage to Structures and Objects.


Counteryell

At 14th level you have learned to distract any spellcaster who is casting a spell by yelling really loud at them and potentially distracting them. As a reaction when you see, hear or feel a creature within 60 feet casting a spell, you can enter your rage and let out a roar to distract them. If they fail a Wisdom saving throw the spell fails and has no effect. You can use this feature even while raging.


Things to not add: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.


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